#include <game.h>

actionMesh::actionMesh(ACTION_TYPE a)
{
	action = a;
}

actionMesh::~actionMesh()
{
	
}

int actionMesh::init(int i,IAnimatedMeshSceneNode* n, int c)
{
	staticMesh::init(i<<8,n);
	combi=c;
	return 1;
}

ACTION_TYPE actionMesh::getAction()
{
	return action;
}

int actionMesh::getCombi()
{
	return combi;
}

//------------------------------------------------------------------------------------------//

observationMesh::observationMesh(ACTION_TYPE a) : actionMesh(a)
{
	
}

observationMesh::~observationMesh()
{
	
}

int observationMesh::init(int i, IAnimatedMeshSceneNode* n, int c)
{
	actionMesh::init(i,n,c);
	return 1;
}

//------------------------------------------------------------------------------------------//

prendreMesh::prendreMesh(ACTION_TYPE a) : observationMesh(a)
{
	
}

prendreMesh::~prendreMesh()
{
	
}

int prendreMesh::init(int i, IAnimatedMeshSceneNode* n, int c, int ite)
{
	observationMesh::init(i,n,c);
	it=ite;
	return 1;
}

int prendreMesh::getItem()
{
	return it;
}

//------------------------------------------------------------------------------------------//

//------------------------------------------------------------------------------------------//

animateMesh::animateMesh(ACTION_TYPE a) : observationMesh(a)
{
	
}

animateMesh::~animateMesh()
{
	
}

int animateMesh::init(int i, IAnimatedMeshSceneNode* n, int c, int a,int b,int e)
{
	observationMesh::init(i,n,c);
	anim=a<<8;
	begin=b;
	end=e;
	return 1;
}

int animateMesh::getAnim()
{
	return anim;
}

int animateMesh::getBegin()
{
	return begin;
}

int animateMesh::getEnd()
{
	return end;
}

//------------------------------------------------------------------------------------------//









